- Introduced a detailed comparison document highlighting the functional equivalence between ZScream (C#) and YAZE (C++) overworld loading logic. - Verified key areas such as tile loading, expansion detection, map decompression, and coordinate calculations, confirming consistent behavior across both implementations. - Documented differences and improvements in YAZE, including enhanced error handling and memory management. - Provided validation results from integration tests ensuring data integrity and compatibility with existing ROMs.
4.5 KiB
4.5 KiB
DungeonEditor Parallel Optimization Implementation
🚀 Parallelization Strategy Implemented
Problem Identified
- DungeonEditor::LoadAllRooms: 17,966ms (17.97 seconds) - 99.9% of loading time
- Loading 296 rooms sequentially, each involving complex operations
- Perfect candidate for parallelization due to independent room processing
Solution: Multi-Threaded Room Loading
Key Optimizations
-
Parallel Room Processing
// Load 296 rooms using up to 8 threads const int max_concurrency = std::min(8, std::thread::hardware_concurrency()); const int rooms_per_thread = (296 + max_concurrency - 1) / max_concurrency; -
Thread-Safe Result Collection
std::mutex results_mutex; std::vector<std::pair<int, zelda3::RoomSize>> room_size_results; std::vector<std::pair<int, ImVec4>> room_palette_results; -
Optimized Thread Distribution
- 8 threads maximum (reasonable limit for room loading)
- ~37 rooms per thread (296 ÷ 8 = 37 rooms per thread)
- Hardware concurrency aware (adapts to available CPU cores)
Parallel Processing Flow
// Each thread processes a batch of rooms
for (int i = start_room; i < end_room; ++i) {
// 1. Load room data (expensive operation)
rooms[i] = zelda3::LoadRoomFromRom(rom_, i);
// 2. Calculate room size
auto room_size = zelda3::CalculateRoomSize(rom_, i);
// 3. Load room objects
rooms[i].LoadObjects();
// 4. Process palette (thread-safe collection)
// ... palette processing ...
}
Thread Safety Features
- Mutex Protection:
std::mutex results_mutexprotects shared data structures - Lock Guards:
std::lock_guard<std::mutex>ensures thread-safe result collection - Independent Processing: Each thread works on different room ranges
- Synchronized Results: Results collected and sorted on main thread
Expected Performance Impact
Theoretical Speedup
- 8x faster with 8 threads (ideal case)
- Realistic expectation: 4-6x speedup due to:
- Thread creation overhead
- Mutex contention
- Memory bandwidth limitations
- Cache coherency issues
Expected Results
- Before: 17,966ms (17.97 seconds)
- After: 2,000-4,500ms (2-4.5 seconds)
- Total Loading Time: 2.5-5 seconds (down from 18.6 seconds)
- Overall Improvement: 70-85% reduction in loading time
Technical Implementation Details
Thread Management
std::vector<std::future<absl::Status>> futures;
for (int thread_id = 0; thread_id < max_concurrency; ++thread_id) {
auto task = [this, &rooms, thread_id, rooms_per_thread, ...]() -> absl::Status {
// Process room batch
return absl::OkStatus();
};
futures.emplace_back(std::async(std::launch::async, task));
}
// Wait for all threads to complete
for (auto& future : futures) {
RETURN_IF_ERROR(future.get());
}
Result Processing
// Sort results by room ID for consistent ordering
std::sort(room_size_results.begin(), room_size_results.end(),
[](const auto& a, const auto& b) { return a.first < b.first; });
// Process collected results on main thread
for (const auto& [room_id, room_size] : room_size_results) {
room_size_pointers_.push_back(room_size.room_size_pointer);
// ... process results ...
}
Monitoring and Validation
Performance Timing Added
- DungeonRoomLoader::PostProcessResults: Measures result processing time
- Thread creation overhead: Minimal compared to room loading time
- Result collection time: Expected to be <100ms
Logging and Debugging
util::logf("Loading %d dungeon rooms using %d threads (%d rooms per thread)",
kTotalRooms, max_concurrency, rooms_per_thread);
Benefits of This Approach
- Massive Performance Gain: 70-85% reduction in loading time
- Scalable: Automatically adapts to available CPU cores
- Thread-Safe: Proper synchronization prevents data corruption
- Maintainable: Clean separation of parallel processing and result collection
- Robust: Error handling per thread with proper status propagation
Next Steps
- Test Performance: Run application and measure actual speedup
- Validate Results: Ensure room data integrity is maintained
- Fine-tune: Adjust thread count if needed based on results
- Monitor: Watch for any threading issues or performance regressions
This parallel optimization should transform YAZE from a slow-loading application to a lightning-fast ROM editor!